I am short on time and cannot look into this myself, so I am hoping there are people who already know how to do what I need to do. I would like to get this figured out before end of October, for possible release of the reaper quest.

Is it possible to change the default attack particle for a specific monster when it attacks a player? This is really my goal.

If this is not possible, any suggestions on how exactly to get a specific particle effect to play over a targeted player when a monster hits with its attack?

I think what nmaligec wants is something like a monster which shoots a projectile which explodes on the target when it hits it.

I think there is currently no good way to do this.

Maybe we could solve it by adding a "<deatheffect>" childtag to particle emitter definitions. These could be full-fledged particle effect definitions which are created on the last location of a created particle as soon as the particle dies. We should add properties like on-impact="true" on-timeout="false" on-ground="false" on-ceiling="false" to this tag so we can control in which conditions the death effect is triggered.

former Manasource Programmer

former TMW Pixel artist

NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.

You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.

nmaligec wrote:It is intended for the default mob attack. I was thinking of having a pillar of purple flame bursts from the ground under the player. This would just be a single stationary animated particle.

This is also a pretty interesting idea which isn't possible yet. And while possible with the feature I described above (just make the projectile particle invisible) it would be also a nice-to-have feature to define an on-target particle effect for attacks in monsters.xml.

Thanks for your input, so far.

former Manasource Programmer

former TMW Pixel artist

NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.

You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.

nmaligec wrote:It is intended for the default mob attack. I was thinking of having a pillar of purple flame bursts from the ground under the player. This would just be a single stationary animated particle.

Since the boss is ranged, right now there is no easy way to tell that it is attacking you (especially if a melee mob is also attacking you too).

On a side note, what is motion trialling? Is it a built in feature, or just a gimp/graphics trick? I keep hearing about motion trailing but haven't seen an explanation of how its done.

PS Later on I will optimize the other particle effects that I already added.

I'm really glad to know other people besides me dream of using the particle engine for a static single sprite: marvelous. There is a lot more potential in the particle engine than what we're currently using it for (which is mostly moving around swarms of abstract blobs).